You may select up to 3 total templates, but no more than +3 TOTAL. You get ONE +3 template FOR FREE. It does NOT count against your ECL. You may not select the same template more than once and if you select 2 templates that provide the same "special" feat, then an additional "special" feat will be given.

Occupation/Hobby:
+1Template
+2 Template
+3 Template
Nurse
+2 Int
-1 Str
+5 on Treat Injury
+3 Int
+1 for Fort Save
+10 on Treat Injury
+3 Int
+1 Cha
+2 for Fort Save
+10 to Knowledge: Medicine
+10 to Treat Injury
+5 to Craft: Med Kit
+5 to Concentration
Hello Nurse! feat: Any Med Kit used either: 1.) heals twice as much HP or 2.) stabilizes and heals the standard amount. In addition, Med Kits only use half as much in materials effectively doubling their usage before they are consumed.
Mechanic
+2 Str
-1 Cha
+5 on Craft: Mechanical
+2 Str
+1 Dex
+1 to Reflex Save
+10 on Craft: Mechanical
+2 Str
+2 Dex
+2 to Reflex Save
+10 to Craft: Mechanical
+5 to Craft: Electrical
+10 to Repair
+5 to Disable Device
Generic Salvage feat: You can gain “spare parts” from searching around and gathering salvage from the most useless junk (GM roll once player announces they are looking). Spare parts come in ‘Units’ and each ‘Unit’ adds +1 to a repair check. Once it’s used it’s gone forever. You can carry up to 10 Units of Salvage on your person at a time.
Cheerleader
+2 Cha
-1 Int
+5 on Tumble
+2 cha
+1 Dex
+1 to Reflex Save
+10 on Tumble
+2 Cha
+2 Dex
+2 to Reflex Save
+10 to Tumble
+10 to Balance
+5 to Climb
+5 to Jump
Rally feat: By giving an inspiring speech, the cheerleader can give the party a morale bonus equal to his/her level. Temporarily increases BAB, Saves. It lasts for one scene and can be used only once per game. This may not be combined with other morale bonuses. May be used as a swift action.
Industrial Worker
+1 Str
+1 Dex
-1 Wis
+5 on Repair
+2 Str
+1 Dex
+1 to Fort Save
+10 on Repair
+2 Str
+2 Dex
+2 to Fort Save
+10 to Craft: Armor (Vehicle and Personal)
+10 to Repair
+5 to Craft: Mechanical
+5 to Knowledge: Welding
Master Welder feat: You can use your skills to increase the AC of a vehicle or personal armor. This takes the correct materials, tools and appropriate time. The bonus is equal to your level. This bonus can wear down over time but can be repaired with correct materials and a repair check. DC for repair is 25 plus initial bonus (example: a +10 armor bonus requires materials and a 35DC to repair, if needed) Generic Salvage may be used to make repairs only.
Electrician
+1 Int
+1 Dex
-1 Cha
+5 to Craft: Electrical
+1 Int
+2 Dex
+1 to Fort Save
+10 to Craft: Electrical
+2 Int
+2 Dex
+2 to Fort Save
+10 to Repair
+10 to Craft: Electrical
+5 to Craft: Mechanical
+5 to Disable Device
Generic Salvage feat: You can gain “spare parts” from searching around and gathering salvage from the most useless junk (GM roll once player announces they are looking). Spare parts come in ‘Units’ and each ‘Unit’ adds +1 to a repair check. Once it’s used it’s gone forever. You can carry up to 10 Units of Salvage on your person at a time.
Store Clerk
+1 Cha
+1 Wis
-1 Dex
+5 on Appraisal
+1 Cha
+1 Wis
+1 to Reflex Save
+10 on Appraisal
+1 Cha
+2 Wis
+1 Dex
+2 to Reflex Save
+10 to Appraisal
+10 to Search
+10 to Gather Information
Store Loot feat: The Store Clerk knows where all the good stuff is kept. It’s almost like a 6th sense. With the Store Clerk around the party gets a +25% chance of finding loot in retail establishments. This means even in location that have been striped of all obvious goods (very low odds of finding loot), the party still has at least a 25% chance of finding loot/goods.
Hunter
+2 Dex
-1 Wis
+5 to Hide
+2 Dex
+1 Str
+1 to Reflex Save
+10 to Hide
+2 Dex
+1 Str
+1 Wis
+2 to Reflex Save
+10 to Hide
+10 to Move Silently
+5 to Spot
+5 to Navigate
Weapons Proficiency: Rifle OR Weapons Proficiency: Bow
Hunting feat: With the appropriate environment, weapons and time the Hunter can bring back food. With a spot check DC 25 the Hunter can accumulate Food Rations x 1 per one hour he spends hunting. This food may come in the form of plants or animals and may be from setting traps, finding edible plants or tracking and killing prey.
Criminal
+2 Str
-1 Int
+5 to Intimidate
+2 Str
+1 Dex
+1 to Will Save
+10 to Intimidate
+2 Str
+1 Dex
+1 Cha
+2 to Will Save
+10 to Intimidate
+5 to Disable Device
+5 to Forgery
+5 to Hide
+5 to Move Silently
Gang Affiliations feat: You have connects to a local and national gang. This can provide you with safety and refuge or with a major problem depending on your location. This effectively gives you a +20 Diplomacy with your gang and potentially a -20 Diplomacy with other gangs depending on the circumstances. In addition, you know several hideout locations of your gang, even outside of your general local area.
Police Officer
+1 Str
+1 Dex
-1 Cha
+5 to Gather Information
+1 Str
+1 Dex
+1 Int
+1 to Reflex Save
+10 to Gather Information
+1 Str
+2 Dex
+1 Int
+2 to Reflex Save
+10 to Gather Information
+5 to Intimidate
+10 to Investigate
+5 to Drive
Weapons Proficiency: Handgun
Cool Under Pressure feat: You are cool and calm under pressure. You get a bonus to fear effects equal to your level times 3.
Fire Fighter
+ 1 Str
+1 Dex
- 1 Wis
+5 to Search
+2 Str
+1 Dex
+1 to Fort Save +10 to Search
+2 Str
+2 Con
+2 to Fort Save
+5 to Knowledge: Structural
+5 to Balance
+5 Treat Injury
+10 to Search
+5 to Climb
Fight Fire With Fire feat: You gain resistance /5 fire. In addition, you gain a +5 bonus on Fort Saves when dealing with hazardous environments involving fire and in addition you do not suffer further reduced movement penalties when moving through areas, such as buildings, that have been effected by fire damage.
EMS Professional
+1 Str
+1 Int
-1 Wis
+5 to Treat Injury
+1 Str
+2 Int
+1 to Fort Save
+10 to Treat Injury
+1 Str
+2 Int
+1 Cha
+2 to Fort Save
+10 to Treat Injury
+10 to Craft: Med Kit
+10 on Knowledge: Medicine
Medical Salvage feat: A rubber hose, torn shirt or even two planks of wood for a brace - you can pick out the most random objects and use them to treat injuries and craft Med Kits. As an EMS professional you gain a +50% bonus to find medical salvage. (GM roll once player announces what they are looking for). Medical Salvages are used to create Med Kits. If using Medical Salvages, 2 are needed to craft a Med Kit at DC 25.
IT Professional
+2 Int
-1 Cha
+5 to Computer Use
+3 Int
+1 to Will Save
+10 to Computer Use
+3 Int
+1 Dex
+2 to Will Save
+10 to Computer Use
+10 to Knowledge: Hacking
+5 to Gather Information
+5 Craft: Electrical
Technophile feat: Your love for technology shows. You have the ability to study new technological devices and eventually learn them. You also have the ability to show others how to use technology in a way that they can understand.
Handy Man
+2 Dex
-1 Wis
+5 to Repair
+2 Dex
+1 Int
+1 to Reflex Save
+10 to Repair
+2 Dex
+1 Str
+1 Int
+2 to Reflex Save
+10 to Repair
+5 to Craft: Mechanical
+5 to Craft: Electrical
+5 to Disable Device
+5 to Concentration
Handy Helper feat: You're a good all around repairman. With this feat you can make repair checks no matter the condition of the item, however, salvage may still be needed to fully make the repair. You can also make repair checks and repair item while moving at 1/2 your base movement speed. Repair on the run!
Gamer
+1 Int
+1 Wis
-2 Cha
+5 to
Knowledge: Gamer Lore
+2 Int
+1 Wis
-1 Cha
+1 to Will Save
+10 to
Knowledge: Gamer Lore
+2 Int
+2 Wis
+2 to Will Save
+10 to Knowledge: Gamer Lore
+10 to Research
+5 to Disguise
+5 to Knowledge: Paradigm
That's How I Roll feat: You've seen it all - or at least you've read it all, and played against it all, and role-played with it all. You get a bonus to fear effects equal to your level times 2. In addition, you always seem to have a die on your person - in your pocket. Maybe it's a d20, maybe it's a d6. You only have one at a time. But where do they come from? Who knows! Just roll!
Gambler
+1 Cha
+1 Int
-1 Wis
+5 Gamble
+2 Cha
+1 Int
+1 to Will Save
+10 Gamble
+1 Cha
+1 Int
+1 Dex
+1 Wis
+2 to Will Save
+10 to Gamble
+10 Bluff
+5 Sense Motive
+5 Forgery
Lucky Devil feat: +2 luck bonus for every 5 character levels (non-ECL) This luck bonus applies to skill checks, BAB, AC and Saves.
Therapist
+1 Cha
+1 Int
-1 Str
+5 to Sense Motive
+1 Cha
+1 Int
+1 to Will Save
+10 to Sense Motive
+1 Cha
+1 Int
+2 Wis
+2 to Will Save
+5 to Diplomacy
+5 to Gather Information
+10 to Listen
+10 to Sense Motive
Psychoanalyze feat: People feel comfortable around you. You have the ability to put people at ease or make them open up. You can make a Sense Motive check (DC varies on situation) to figure out an underlying issue with a person. You may then use any knowledge gained to you advantage in an attempt to either: calm a hostile person down, get to know them better, or increase the likelihood of assistance from that individual. Individuals do not need to be hostile to use this ability. You must state your OOC (Out of Character) intentions before you attempt this.
Bio-Chemist
+1 Int
+1 Con
-1 Cha
+5 to Research
+2 Int
+1 Con
+1 Fort Save
+5 to Research
+5 to Knowledge: Bio-Chemistry
+2 Int
+2 Con
+2 to Fort Save
+5 to Research
+10 to Knowledge: Bio-Chemistry
+5 to Concentration
+10 to Craft: Pharmaceuticals
Bio-Chemist Extraordinaire feat: You gain a +10 bonus to resist poison and resist disease checks. In addition, with the correct equipment and specific knowledge you can apply your bio-chemist knowledge to create treatments and cure most poisons and diseases or at least slow down their progression until a cure can be found.
Professor
+2 Int
-1 Str
+5 to Decipher Script
+2 Int
+1 Wis
+1 to Will Save
+10 to Decipher Script
+3 Int
+1 Wis
+2 to Will Save
+10 to Decipher Script
+10 to Research
+5 to Investigate
+5 to Computer Use
Academic Professional feat: You gain 3 additional bonus languages. In addition you can perform research at twice the speed as a normal individual and it's easier for you to learn new academic based skills. You gain a +1 skill point per 2 levels (non-ECL) that can be applied to knowledge skills, research, decipher script, or any other skills that constitutes as an academic based skill with GM approval.
Taxi Driver
+2 Dex
-1 Cha
+5 to Drive
+3 Dex
+1 Reflex Save
+10 to Drive
+3 Dex
+1 Int
+2 Reflex Save
+10 to Drive
+10 to Gather Information
+5 to Listen
+5 to Navigate
What's Fair is Fare feat: You know how a city works and you know how to get around. It also means it doesn't take you long to learn and remember street names, landmarks and other characteristics to help get around if in a new place. In short, if you've been in an area long enough (GM to determine) you don't get lost unless dramatic environmental changes have occurred. If you know the town or city you are in, you automatically succeed on top ground navigation checks. If you are in a new town or city, you can find your way around pretty well as you receive a +10 bonus to Navigate and a +5 bonus to Survival.
Chef
+1 Int
+1 Wis
-1 Cha
+5 to Craft: Cooking
+1 Int
+2 Wis
+1 Will Save
+10 to Craft: Cooking
+2 Int
+2 Wis
+2 Will Save
+10 to Craft: Cooking
+5 to Knowledge: Botany
+5 to Research
+5 to Decipher Script
+5 to Concentration
Bon Appetit feat: You know how to cook - very well. And you know who to get the most nourishment out the food items you have. With this feat you can make a Craft: Cooking check and for every +5 above a DC 25 you roll on the check, you can turn a meal, into a HEAL! That's right, for every +5 over the DC 25 you can make, 1 food ration can not only sustain you, but it can heal 1d6 HP up to a maximum of 15d6 (Roll of 100). This special meal can only work once per day per person. Work your magic - for you are the Iron Chef!
Survivalist
+1 Wis
+1 Con
-2 Cha
+5 to Survival
+1 Wis
+1 Con

+1 Int
-1 Cha
+2 to Fort Saves
+10 to Survival
+1 Wis
+2 Con
+1 Int
+2 to Fort Save
+10 to Survival
+5 to Search
+5 to Spot
+5 to Repair
+5 to Disable Device
Survivalist feat: With the appropriate environment, weapons and time the Survivalist can bring back food. With a survival check DC 25 the Survivalist can accumulate Food Rations x 1 per one hour he spends looking for food. This food may come in the form of plants or animals and may be from setting traps, finding edible plants or tracking and killing prey.
Pilot
+2 Dex
-1 Wis
+5 to Pilot
+3 Dex
+1 Reflex Save
+10 to Pilot
+3 Dex
+1 Con
+10 to Pilot
+10 to Navigate
+5 to Computer Use
+5 to Repair
Wings feat: You feel more comfortable in the air than on the ground. You know how to fly small planes such as small two-seater Cessna, helicopters, and even small 20 passenger airplanes. You also gain a +10 Pilot bonus piloting craft you have never flown or used before. After all, the basics are all the same, right?
Landscaper
+1 Str
+1 Dex
-1 Wis
+5 to Knowledge: Botany
+2 Str
+1 Dex
+1 to Reflex Save
+10 to Knowledge: Botany
+2 Str
+2 Dex
+2 to Reflex Save
+10 to Knowledge: Botany
+5 to Concentration
+5 to Survival
+5 to Tumble
+5 Craft: Mechanical
Landscaper Extraordinaire feat: You know your way around a lawnmower, hand tools, common power tools and the like. You also know a lot about various plants. You can make a Knowledge: Botany check (DC varies) to find Food Rations in areas in the form of plants. In addition, you are proficient in the use of mechanical hand tools and handheld power tools - no matter the purpose.
Escort
+1 Cha
+1 Dex
-1 Int
+5 Profession: Escort
+2 Cha
+1 Dex
+10 Profession: Escort
+2 Cha
+2 Dex
+2 to Reflex Save
+10 Profession: Escort
+5 to Listen
+5 to Bluff
+5 Diplomacy
+5 Escape Artist
Seductive Ways feat: You know your way around....your clients. You can get information, money, gifts and the like out of your client...i.e. Gettin' Paid! With this feat you can make a check of 10 + half your level + your Charisma modifier opposed by their Will Save, and you if you succeed, you get *paid* from them. This requires spending time with the client and showing them a good time in addition to the roll. Your payment is up to you. Maybe you want money? jewelery? food? information?